i965/blorp: Stop doing f2i(i2f(sample_id))

NIR gets kind of awkward when you have a 3-component vector with two floats
and one int.  This led to us accidentally going through float for the
sample index.  It doesn't hurt anything but it also isn't needed.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Jason Ekstrand 2016-05-13 00:36:25 -07:00
parent e503da61c6
commit c18da26abf

View file

@ -416,15 +416,7 @@ blorp_blit_apply_transform(nir_builder *b, nir_ssa_def *src_pos,
nir_ssa_def *mul = nir_vec2(b, nir_load_var(b, v->u_x_transform.multiplier),
nir_load_var(b, v->u_y_transform.multiplier));
nir_ssa_def *pos = nir_ffma(b, src_pos, mul, offset);
if (src_pos->num_components == 3) {
/* Leave the sample id alone */
pos = nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1),
nir_channel(b, src_pos, 2));
}
return pos;
return nir_ffma(b, src_pos, mul, offset);
}
static inline void
@ -1338,6 +1330,15 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
blorp_nir_discard_if_outside_rect(&b, dst_pos, &v);
src_pos = blorp_blit_apply_transform(&b, nir_i2f(&b, dst_pos), &v);
if (dst_pos->num_components == 3) {
/* The sample coordinate is an integer that we want left alone but
* blorp_blit_apply_transform() blindly applies the transform to all
* three coordinates. Grab the original sample index.
*/
src_pos = nir_vec3(&b, nir_channel(&b, src_pos, 0),
nir_channel(&b, src_pos, 1),
nir_channel(&b, dst_pos, 2));
}
/* If the source image is not multisampled, then we want to fetch sample
* number 0, because that's the only sample there is.
@ -1350,8 +1351,10 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
* irrelevant, because we are going to fetch all samples.
*/
if (key->blend && !key->blit_scaled) {
/* Resolves (effecively) use texelFetch, so we need integers */
src_pos = nir_f2i(&b, src_pos);
/* Resolves (effecively) use texelFetch, so we need integers and we
* don't care about the sample index if we got one.
*/
src_pos = nir_f2i(&b, nir_channels(&b, src_pos, 0x3));
if (brw->gen == 6) {
/* Because gen6 only supports 4x interleved MSAA, we can do all the
@ -1363,7 +1366,7 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
*/
src_pos = nir_ishl(&b, src_pos, nir_imm_int(&b, 1));
src_pos = nir_iadd(&b, src_pos, nir_imm_int(&b, 1));
src_pos = nir_i2f(&b, nir_channels(&b, src_pos, 0x3));
src_pos = nir_i2f(&b, src_pos);
color = blorp_nir_tex(&b, src_pos, key->texture_data_type);
} else {
/* Gen7+ hardware doesn't automaticaly blend. */
@ -1378,7 +1381,14 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
color = blorp_nir_tex(&b, src_pos, key->texture_data_type);
} else {
/* We're going to use texelFetch, so we need integers */
src_pos = nir_f2i(&b, src_pos);
if (src_pos->num_components == 2) {
src_pos = nir_f2i(&b, src_pos);
} else {
assert(src_pos->num_components == 3);
src_pos = nir_vec3(&b, nir_channel(&b, nir_f2i(&b, src_pos), 0),
nir_channel(&b, nir_f2i(&b, src_pos), 1),
nir_channel(&b, src_pos, 2));
}
/* We aren't blending, which means we just want to fetch a single
* sample from the source surface. The address that we want to fetch